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Move texture_min_size even further down the pipe. Now, textures are JIT-upscaled using an image transformation, right at the time they're added to a mesh or particle; images used in 2D elements are left unscaled. This should fix any remaining issues with HUD elements.
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11 changed files with 78 additions and 78 deletions
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@ -434,7 +434,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
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}
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}
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video::ITexture *texture =
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gamedef->tsrc()->getTexture(*(event->add_particlespawner.texture));
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gamedef->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture));
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ParticleSpawner* toadd = new ParticleSpawner(gamedef, smgr, player,
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event->add_particlespawner.amount,
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@ -477,7 +477,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
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if (event->type == CE_SPAWN_PARTICLE) {
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video::ITexture *texture =
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gamedef->tsrc()->getTexture(*(event->spawn_particle.texture));
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gamedef->tsrc()->getTextureForMesh(*(event->spawn_particle.texture));
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Particle* toadd = new Particle(gamedef, smgr, player, m_env,
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*event->spawn_particle.pos,
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